I was inspired by someone awesome to take a closer look at bottle dash stucco recently, so I decided to do so and have a pass at creating a graph. The limitations of the Substance rendering engine at the moment kind of prevent me from getting into rendering real glass like materials. Right now the IRAY renderer is kind of inoperable, as you cannot edit the height subdivisions, so these OPENGL renders will have to do for now.

This is the first texture I've used the 'Tile Sampler' node on, which can accommodate multiple inputs and scatter them all around with one another randomly. So with this in mind, I created a bottle shard generator and scattered dozens of variations of the bottle shards around using the tile sampler. Quite an effective approach, and speedy.

Next time I will put a bit more work into masks to ensure none of the shards overlap in an unrealistic way.